Using the Normal Map Converter

Harmony has the ability to generate normal maps. The main usage is to create light shading effects on flat 2D drawings—see About Light Shading in Harmony. The normal map will carve and emboss a flat plane using vectors. The X, Y and Z coordinates of the normal map vectors are stored in RGB values to convert the 3D aspect into a visual result and use it to create various effects, such as light reflections (light shading). The X value is stored in the Red channel. The Y value is stored in the Green channel. The Z value is stored in the Blue channel.

A normal map can be used to create other effects. If you're are working with an OpenFX plugin or other plugin requiring a normal map, you can use the Normal Map Converter node to translate the Harmony normal map to a format supported by your plugin. The Normal Map Converter node has been optimized to work with GenArts® plugins, but you also have the ability to use it on custom plugins.

By default, the conversion type is set to Genarts. If you work with a different manufacturer and want to adjust the parameters, set the conversion type to Custom.

Offset

Offsets the original position of the vector. You need to read the plugin documentation to know the offset you need to use. You must use the same offset value as the manufacturer is using. By default the offset is set to 0.

Length

The Normal Map Converter normalizes Harmony vectors to 1. By default the length value is set to 1. If your plugin requires shorter or longer vectors, enter a value smaller or greater than 1. It will multiply the vector length.

Invert Red

Inverts the red value (x). If your value is 125, the invert setting will transform it to -125.

Invert Green

Inverts the green value (y). If your value is 125, the invert setting will transform it to -125.

Invert Blue

Inverts the blue value (z). If your value is 125, the invert setting will transform it to -125.

If the plugin you are using stores the X,Y and Z coordinates in different channels, you can use the Channel-Swap node to reassign the colour channels—see Channel Swap Node.